Chapter 2: Of Revolts and Resolutions
January 1936, setting the stage for conflict in Asia
We'll begin the year proper with a fast-forward as not much will happen for a while. One of the very first things I do with Japan is create a new HQ for the future island-hopping campaign.
This HQ creates a new theatre as well, as seen in this next picture. It may be difficult to tell, but the Japanese islands are pink in color
I will change it's name to South Seas HQ later on, as that was the more historical name. For now though the new theater will not be so useful to us for a few years yet, but that's ok!
On the first day I switch off to the Mixed Industry in Industrial Laws as the IC benefits outweigh the negatives seen below. Eventually Heavy Industry will be available but that's some time away from here.
Once we get past the first couple of days and options selected, the Japanese industry sets up properly and we'll see very little real change for the next few months.
Here we see most IC is reserved for Consumer Goods as the people cry out for relief! In a few months that will get halved, no worries there. In addition quite a bit of IC is allocated to Supplies as I need to build that up to around 50k before dialing it back. There's several events in the near future that burn thru Supplies and a couple later this year and next, not to mention excess Supplies will be how Japan garners money. The queue is filled with Industry builds with only a couple projected to finish before the end of the year. Looking at the requested theatre forces, it's amusing to see the Truk HQ requesting half as many armor units as the Japanese homeland.
At the start, not only are the citizens requesting tons of Consumer Goods, but many are striking and revolting against their legitimate government. As such, we're seeing IC Efficiency taking a steep hit, meaning those factories being built will take more time to finish. The ultimate goal is to improve Japan's Industry over the course of the next 2-3 years to keep pace with the resources it will be gaining in China. Too, war with the Allies will bring it's own great needs with it - a great desire for lots of naval units for one.
Speaking of resources, there are Special Resources in Black ICE some of which are shown here:
This is the current Special Resources Japan has at hand and what we are able to sell to other powers. For the next 18 months we'll sell any of these when able to but once war in China starts we'll stop Tungsten sales due to the Hard Attack bonus Japan receives as seen in that screencap above. We'll see some malluses affecting Japan due to lack of Special Resources in the next section coming up.
Further Choices January and February 1936
Moving further in to January and February of '36, there are a ton of events, choices, and notifications that populate. Starting on the first event in this picture here going clockwise, Japan gets a railway gun that will be used to decent effect in the Chinese War, albeit sparingly. It's similar to the first railway gun Germany can get as well, though Japan only gets one while Germany gets almost a dozen. Next, we have a choice for the governmental focus which I select Private Sector, hoping to gain a bonus to money earned. There's a percentage chance you gain a bonus but if you miss your roll, a penalty is assigned. Choosing Never or Not Now jumps straight to a penalty - it's best to at least try! Sadly it doesn't work out and we see a -5% money earned penalty for a while. Ah well! Next we select Artillery focus for Motorized Support Brigades and see a research improvement on Amphibious Armor. This latter item will be for our Marines in the years to come, as I'll produce an amphib armor brigade for each to strengthen their attacks.
Next, a delegate from our puppet Korea humbly requests independence in order to make their own way in the world but we refuse, keeping the status quo. Reason for this is Korea provides some excellent resources and probably about 10% of my total available IC. I find that I need these more than turning them in to a puppet, though one could make an argument for that based on the next event here. The Greater East Asia Co-Prosperity Sphere event will provide bonuses if I have more than one puppet and less than six. It scales based on the number of puppets and only specific countries count, with China eventually being puppetted as well as the Philippines and Burma, we'll see some good (and greatly needed) benefits in 1942.
Continuing on to the bottom row of options in the above picture (right to left), I allow the historical Japanese OOB as quite honestly it'll help me build up my military might cheaper than I could myself. Plus, I enjoy the historical flavor as most units provided via future events are named! Next the Shanghai Incident which will set the stage for a series of related and linked events/choices in the next year or two. In a nutshell, I'll be choosing to reinforce the Japanese garrison in Shanghai when I can and eventually we'll see the Marines land nearby in late '37 or early '38 to help take this important Victory Point location. Another event that historically occurred in late February is the 2-2-6 Incident. This is where elements of the Japanese Army rose up in a coup attempt against the current government, not against the Emperor but against the widespread corruption seen. There'll be another event or two chained to this one. Lastly on this picture is notification that the awesome Japanese Type 93 and 95 Long Lance torpedo is available for research.
You'll see on this screen above there are quite a few special research options that are country-locked. Obviously the T-34 is only researchable by the Russian player, for example. Meanwhile, look at that convoy and sea attack bonus gained by this country-specific torpedo! It's drool-worthy!
Switching over to the next picture here on the left side you'll see notifications of all the Special Resources Japan is lacking and the malluses endured. For some countries, not all of these are needed and for Japan we can exist without most. I could use Rubber and Nickel, for example - which one could argue is the reason why Japan needs to expand in SE Asia. But, the goal here is to gain at least a neutral if not a higher bonus level for each, eventually. Next event on the top row, I ordered the Fascist Militia Brigade and promptly send them to a controlled island of ours that has no troops on it. To the right, the 2nd Naval Armaments Supplement Program pushes a host of naval vessels in to our production queue, some of which like the Soryu and Hiryu CVs are already having some build time applied. Next, the Creation of Battle Commanders will provide some historical leader units in the game during wartime. Typically as Japan I see 2-3 leader units created during the China War and I will utilize them in a new division for the great bonuses provided, which I will showcase in a later chapter when I get one.
Moving on, I accept revolts (Do you want revolts?) - and we'll see quite a few happen over the years in this campaign. If you're new to Black ICE, I recommend keeping them out as it may prove a little hectic. After Barbarossa for example, Russia spawns a ton of partisans every season in the lands Germany has taken. The last two events on the top row, the AT and Light armor upgrades for the Motorized Support Brigades is accepted as I do plan on building a few such units for a possible Soviet incursion.
Going clockwise again on the bottom row now, both Hitler and Stalin will gain some...personality "quirks" in the game. I'm not certain what, if any affect I'll see since both are AI controlled but I can say playing as Germany at times Hitler will pop in, frustrated with your perceived lack of progress and apply some benefits and hinderances. Quite amusing, really. Next moving to the left, both the Yamato and Musashi are desired so I accept the historical plans here. This will create an event for each ship that pops them on the map at a cost to IC, supplies, and other resources. Playing as Germany, you get the Bismarck and Tirpitz in a similar fashion though the ships end up in your Production queue instead, allowing the player to control when they appear on the map. Next in the Future of Manchuria event, a strong and fortified Manchuria is desired so confirmation of the Manchurian Project is indicated. No, this won't set some American spy to try and kill their President, as this event and it's resultant chain will give Manchuria (my puppet) some bonuses now and in the future. We'll see this over the course of the next few years.
Lastly on the bottom row, among the final three seen here, Mixed Support Recon is accepted to boost that research item and I continue my focus on Artillery for Artillery Specialization Choice. Even though Pack artillery is largely used by my units, I would prefer to see regular and heavy artillery gain some nicer benefits and we won't be using rockets in this game. Lastly, in order to assist the AI, scripted invasions are accepted. As an aside, even the human player will see some benefits here, with Japan in mid '42 getting some free invasions on central islands in the Pacific. Other examples seen - Germany as AI will get a "free" invasion of Norway as historical, the USA gets Torch in mid to late 1942, and based on some internal criteria D-Day goes off eventually in France. All of these scripted invasions are to help push the AI in to more historical moves but also to provide them some help, as in Vanilla the AI really doesn't perform invasions well.
Moving in to March
As the winter continues, we gain further choices and even a governmental law change.
Here we are able to switch our laws to Full Mobilisation in order to gain these yummy bonuses! As well, some choices and notifications appear as seen below.
On the first screen shot, the effects of the people's unrest generated, create Very Low Popularity in the country, adversely affecting us. Throughout the next few years, Japan will waver between various levels of popularity but at this stage of the game it's not a huge hit yet. A notification that we need to watch our money levels is also generated in the Budget Reserves - we'll need to get over $2000 quickly. If we are below that level, unrest will hit along with some other penalties, though we aren't affected quite yet.
Next screenshot, our Research Minister has provided some research benefits as seen in the next picture. These are Research Points applied to the indicated research item which several dozen are affected. This is free RP and can affect projects where we don't meet pre-requisites yet, so this is very nice to see! Next year we'll switch over to a Carrier Research Specialist but for now this is a nice gain. Next are notifications about being constrained by the London Naval Treaty which we'll leave soon enough, and an Engineer upgrade in our Mixed Support Brigades. Again, looking to the future for this Research Project as we will be introducing Engineers where needed on special troops. Lastly, a choice on how to handle the Zaibatsus Clique, wherein I Militarize them for the extra bonuses to IC, albeit at a cost to money (the bottom selection here). I do apologize not capturing what each choice does here and it is a once-only event that happens - your choice here pushes the Business Clique throughout your campaign. Each choice in this event provides both a penalty and bonus, like most BICE decisions, that you can utilize to further tailor your country.
With Consumer Goods need now under control, I'm able to swing quite a bit of Industry toward upgrading my military. I would estimate less than half of the Navy is current, all of the Air Force is (though needs more Research applied), and probably over half the Army is current. Still, that's alot of IC required to get them matched up with current Research levels. We're still pushing a couple of Industry thru the queue with an early November build date to meet and our supplies are closer to 50k, thus we'll be able to drop the IC spent some. Usually what I do is match the Supply need until I get over 60k, then drop IC provided below the need by 10-20%.
As March hits, our government popularity improves a bit, so the harsh negative modifiers only affected us for barely a month though we still have some affects. Next notification is about the Dowa Automobile Company building an automobile factory which provides a benefit to build time on armor units. Not a huge deal now but again, looking to the future. Notification of the 2-2-6 coup failing allows me to select beheading for those involved which will drive up dissent but not as much as leaving them in control. Lastly, the Imperial Japanese Army gets reorganized with the effects seen in the next screenshot here.
The indicated brigade types (Infantry, Special Forces, etc) get an increased amount of strength - the numbers show here are Research Points gains towards those Research items, popping the affected Research so we don't have to. For example, the Infantry Strength Increase RPs are sufficient to complete all levels of Infantry Strength Research and thus provide all my Infantry brigades a Strength increase. Typically you have to research a different item to get to this point - Japan just gets it via a special event.
A quick look at what our Mixed Support options have generated is shown here
with more to come as we produce further research. Check back here from time to time to see what the effects are as new events pop up for your Mixed Support units.
Up next is a potential alt-historical option
that allows Japan as early as March to declare war on Russia. I take a step back as I'm not prepared for such, but perhaps in a future game! This won't be the only event popping up begging Japan to go to war with Russia - we'll see a few more events over the years.
Rounding up the month of March we have some choices to make and some events happen to us. First, choices as seen here.
First, the USA cancels a lucrative trade deal so I need to find money another way - you'll notice I'm over $3500 right now thanks to trades like this one. Speaking of trades and the amount of money I have, I choose to postpone Strategic Resource Trading for a month, allowing time for the Imperial coffers to fill as it costs $2000 to buy a special resource. Note, you can sell one of your available Strategic Resources to another country that opts to buy it but you only get $1800. I wonder where that extra $200 goes? On that note as well, we postpone Mine Expansion plans by 3 months as it costs $2000 per mine to expand it a level, and we do want to expand all we can!
In another instance of the Japanese government pulling the military to the modern era, kicking and screaming, I introduce Radar forcefully. The dissent and IC hits hurt more than the air org loss but all will go away before war with China and the gains are lifetime. These Radar gains are much needed here!
As we pull in to the end of the month, several notification pop up.
Someone stole a blueprint related to controlling damage on a Carrier. Hopefully it's a minor nation and not the US or UK. Lastly, our Economic focus that we selected at the start of the game is bearing fruit. We leave the neutral/no bonus behind and at our 90 day mark gain a bonus to IC, IC Efficiency, and Supplies. Greatly needed with more to come toward the end of the year.
Springtime on the Steppes
Heading in to April, a new cabinet is formed.
I'm quite satisfied with the resultant change and leave it all as it is.
Our first Shanghai choice comes in to play
and while I did earlier say this city is important to Japan, I pull the unit out and up to Manchuria for use there. Future chained events will pop up placing more units in Shanghai which we will accept, have no fear. For now, this will create a Light Infantry unit in Manchuria which we will have greater use for up there. Speaking of Manchuria, an option arrives wherein we maintain permanent contact with the Manchukuo Imperial Army. You can see the benefits in this picture
wherein Japan loses officers and manpower but Manchukuo gains them. Ours and I think Manchukuo's revolt risk is lessend at the cost of officer recruitment which if you look at the top of the picture is already at 96% currently. Good enough and my goal of getting it to 110% should be achieved later this year.
Along with all this news is an option to expand the Manchurian railway, which we do. Again, at a cost of Japanese industry (-10% IC) we improve our puppet with increases to resources and infrastructure improvement. This will pay dividends later! I did say earlier we'll see several Manchurian events chain off a decision prior, and this is among those. While not immediately helping Japan, it does assist my puppet and thus why I go thru with them.
Japan sees further Research gains
and we notice that the Republic of China is embroiled in a war with Communist forces. Xibei San Ma is assisting the Republic of China at the moment - eventually this war will come to a close by the end of the year or beginning of '37. The end result can change - one campaign I saw the Communists take over half a dozen provinces from XSM and RoC!
Speaking of Research, our Research Minister grants us more RPs toward naval aspects
which is always nice to get. I've dialed back the Upgrades IC spent, as we've had an uptick in Consumer Goods needed and Reinforcements desired. Fortunately, enough IC is available to ensure 7 factories are now being built with most ready in November. Over time I will adjust the Needs dials but typically I try to maintain Reinforcements as needed, keep Upgrades rounded down to the nearest multiple of 5 (Need 36? Put it to 35, for instance), and Consumer Goods at need. There's enough events to help lower dissent that I won't necessarily need to try to manipulate it myself.
Here we see some good research gains achieved, lowering our need to provide IC toward Supply even further. I also have the Grand Battle Plan Doctrine up so you can see what research items are available for Japan here. Each major power has a particular doctrine that they utilize - Germany starts in Blitzkrieg of course and USA loves Superior Firepower.
As Spring comes to an end, so does the war in Ethiopia
Note that now Japan is able to throw more IC in to Production and has 9 Factories being built currently. We need to get our industrial might up! Oh, remember the initial choice we took to send soldiers to Ethiopia to fight against Italy? While we took a hit in our friendship with Italy, our survivors returned which is a militia unit appearing in the Production queue later to be sent to yet another island we control but don't occupy. Along with the free unit, we gain some RPs in these categories:
Small Arms and Infantry Support Weapons, which are two out of four research areas required to help improve our Regular and Light Infantry units.
Now, as this has been a picture-heavy update with lots more to come in 1936, I'll chop this chapter in half. The next part will be posted tomorrow, taking us thru the Summer and Fall of the first year and see tons more Research completing. Please continue with asking me questions, provide some tips and tricks of your own, and I'll keep trying to do better with this review.